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Hi everyone. For the last few months I’ve been working on a simple HTML5 2D side scrolling action game called Theraxius. It's nothing new and revolutionary, it's more like an evolution of different technology. The game also includes a level editor so you can create your own levels. Engine (all game logic and level editor) is written completely in JavaScript, no download is required. Just load and play. Level data (stored in JSON format in the database) is exchanged thru Ajax calls. Server side is written in PHP. All images and sounds are preloaded from the server before play. The game uses HTML5 features like canvas, Fullscreen API, Pointer Lock API, Audio,… At this moment only Chrome and Firefox are supported. The game is meant to be played on PC, phones and tablets are not supported.
In the next weeks I’ll try to post some videos, try to add registration (for newsletter and later for public test).
Release date: when it's done
Official page: theraxius.com
Screenshots (for bigger images, please visit official page):

Hi,
This is my first time posting here. I hope i'm at the right place. So hello all!
It's been a long time since I worked on a game. So I'm a little rusty (ok a lot).
Last year I discovered Construct 2 and I thought I could revisit my top-down-zombie-shooter-obsession with it. So I started working on this game.
It's been a year now and the time I spend working on this game is getting shorter by each week. I really want to finish this game and somehow publish it somewhere. I think having some feedback would make this process easier and result in a better game. So far I'm the only one played and tested it. So I really need your opinions!
Here is the link to Game: https://frosty-haibt-5ee1e5.netlify.com/
About the game:
It is a top down shooter. Player is limited to a small area and has to kill zombies until he/she is dead. The game-play is pretty much inspired by Crimsonland.
I tried to keep the game as generic as possible. With a generic name and mostly generic guns and game-play. Although I tried my best to polish the graphics, sound (still working on most of them) and game play.
You can access Dev Menu by clicking Show Dev Menu button on top right of the game screen. There are several buttons that will allow you to spawn weapons and bonuses. Also on the left side of screen, you will see some shortcut keys to spawn zombies, NPCs and other bonuses.
You can press ESC to go back to main menu and start a new game. Also you can use Mouse Wheel to Zoom In and Out.
Use WASD to move player and mouse to aim and shoot. Q and E to cycle weapons.
For anyone interested in more:
I wanted a dark and creepy atmosphere with lots of zombies to shoot. So the darkness is part of the game. There are bonuses and upgrades that will help player see better in dark.
Please tell me if it is too dark for you to enjoy the game play.
Player just runs around game area and zombies spawn, getting tougher and faster. I am still working on spawn algorithm but I think it works fine for testing.
There are 6 type of zombies, 11 different weapons and 13 bonuses that will spawn in time. Also NPCs will spawn every now and then and they will be equipped with different weapons.
There is an upgrade menu accessed by pressing Shift. Once the game is finished, upgrades will cost points to purchase. Still working on that. (also working on the UI part of it) But for testing purposes all of the upgrades are available without points.
I would appreciate any suggestions about that. Currently red particles spawn when player kills zombies (like XP orbs) and they move to player when they are close enough. Then player will gain point (or XP perhaps). Then they will be able to spend them on upgrades. Those upgrades will only last until player dies. Much like in Crimsonland, player has to upgrade in each retry. (i'm seriously thinking about getting rid of those XP orbs and give points instantly instead... I think it would confuse players as the way it is now)
Right now there is a difficulty multiplier that goes up by small amounts in time. I use it to multiply health, speed, damage and of enemies and max amount of enemies in game. You can change it in Dev Menu. At 100 things get crazy fast.
I would like to hear your opinions about the difficulty setting.
I still have some work to do with UI design, sound effects and need to find a fitting music. I'll keep working on them. In the meantime I would really appreciate any kind of feed back.
It would be especially helpful if you could tell me about the FPS value that is located at the bottom right of the screen. And tell me how the game performs on your computer.
Thank you all for your time!

Now my platform game Classic Space Adventure is finished! It is inspired by the Classic Space theme by LEGO®, and is an action adventure game that you play in a browser on a desktop computer. Since it is based on LEGO® I am not planning on making any money of it, but I hope it will be played by many people. So if you got any ideas to share on how I can spread the game to a bigger audience, please let me know in the comments
The game is written in Javascript without the use of any frameworks or libraries. The music I have composed in Famitracker. In total there are 6 bosses and around 70 different enemies and characters.
I have a webpage for the game here, and a trailer which you can check out here.
Any feedback is welcome!
Play the game here!
(Chrome is recommended)

Hello!
Our team glad to introduce you fresh baked game - Kage: Ninja's Revenge!
The game is brand new and was never published before.
Main features are:
1. Total cross-platform experience. Every possible resolution is OK!
2. Completely self made everything ! (music, sounds, UI, graphics, code, ideas)
Gameplay features:
1. 25+ deisgned levels
2. Every type of enemy and obstacle needs different approach
2. Survival mode
3. 4 exclusive trap style tracks made by our in-house artist
You better to check it out by yourself here: http://fluffyfoxgames.com/devninja/
PM me for licensing and rev share offers.

I have created a platform game in 2D for the desktop that is based on the Classic Space theme by LEGO. It is still under testing so I will make a new post later on when it is finished, but here is a little preview of the game.
It is written from scratch in Javascript without using any libraries (except for jQuery sometimes), and since it is quite big it probably takes more then 5 hours to finish. In total there are 6 bosses and about 50 different enemies. The graphical style is a mix between Nintendo 8-bit and C64.
I also wonder if you got any tips on how I can spread this game to a bigger audience?

Hello I am back
I have one issue with removing the Actions. The problem is : when I am trying remove the actions from actionManager it takes 2 - 3sec. you can see here :
https://playground.babylonjs.com/#VZRN2V#10
I am trying to make sci-fi display for doors to player shoud open the locked doors. When player is close to the display then display shows up and then player is able to click on display. If player move away from display distance then display disappear and player unabel to click on display but in my exampel it works with delay. Where is the problem ?

I released my first Phaser project last week on Kongregate. I'd love any feedback anyone here might have about how to make this project (and future projects) better!
Additionally, if anyone has advice for successfully releasing/shipping/marketing games, I'm all ears for that too. 🙂
Solve challenging real time puzzles to unlock portals that take you to new more advanced worlds. Perfect your navigation of each level to unlock bronze, silver, and gold time trial medals.
Play the game here: unstablegame.com

Math Number Challenge
In this game, you need be finding figures for speed. It looks quite easy for the first time. However, at every level new tasks appear complicating the search for numbers. In the game, you will learn figures in the decimal system. You will find out how to count to 10 with Roman figures. Moreover, you are going to learn to quickly search for figures matching the sides of the dice. Some figures (in complex levels) are represented as arithmetic expressions and you will have to calculate the amount or difference before to choose the right number.
Play Online Version
Play iOS Version
Play Android Version

Hi, everyone!
This game was the second finished game I published. It is heavily inspired by Freeway and Frogger, but it does actually have an ending after you finish it.
The game features 50 sequential levels, with increasing difficulty. It also has an auto save feature, so you can play a little then come back to it later.
Here's the link: https://diogoschneider.github.io/cityscape/
This game was made with Quick, the game engine I've been working on since 2014 and was derived from my first games: https://diogoschneider.github.io/quick/
Thank you for your time! Cheers!

Loopy Fishy, the swimming, bouncing, flip flappy, loop-the-looping fishy game.
Be sure to swim through the hoops, if you miss three loops, or swim off the bottom of the screen the level will end.
Dive through the Loops, or Loop-the-Loop and go through them backwards to be sure to collect the Golden ring bonus.
Golden rings are the currency of Loopy Fishy, collect enough to purchase new fish, and progress to harder challenges.
Available for Licensing for your HTML website, also available as Adobe Flash (Viral Primary and Site Lock Secondary Licensing) Get it touch through http://www.wigsgames.com )
Portfolio Page : http://www.wigsgames.com/loopyfishy.html
Play it Now,
Embedded HTML Page : http://www.wigsgames.com/playloopyfishyhtml.html
Full Screen (and mobile web) : http://loopyfishy.wigsgames.com/
Google Play : https://play.google.com/store/apps/details?id=com.wigsgames.loopyfishy
Amazon App Store : https://www.amazon.com/Wigs-Games-Loopy-Fishy/dp/B06Y1PFXZG

Hi there!
We recently finished a web game with friends, here it is: https://robostorm.io
Less than 7 MB, play in your browser
Note: only playable on desktop platforms at the moment.
Rules:
You control a robot and belong to one of 4 teams (marked by nickname color). There are 4 teams and 5 capture points on the map, and the aim is to help your team gain control over most of these points, while shooting enemies.
You will gain XP by killing enemies and capturing points, and you can spend it on buying useful upgrades.
Damaged robots can be repaired in small repair cabins at the corners of the map.
Controls:
Use W, A, S, D keys to move your robot.
Aim with mouse cursor.
Shoot left and right weapons with left and right mouse buttons.
Press Space to sprint.
Press Shift to activate shield.
Press B to open shop menu.
Press Esc to change sound/fullscreen/quality settings.
Made in 6 months (not full-time) on PlayCanvas with friends (me and 2 artists).It was my first experience with networking and multiplayer.
One of the reasons I registered here, apart from sharing, is to ask a monetization advice. I'm not greedy, but right now I have to pay for servers, and if there would be a way to at least cover that expence, I'd be happy
Things I know/tried:
- I'm using Amazon AWS servers. They're expensive. Gonna check Linode (sounds good?).
- Google Adsense doesn't like us. "Insufficient content" (not too much text - but there's no reason to have text!), and they don't like iframes. Many game portals iframe the game (can't do anything about it).
- Tried some affiliate banners from admitad.com. 500 clicks, $0, because they mostly pay for registering in advertised games, not for clicks.
- Tried ad4game. They gave me amazingly terrible ads. Like, bright pink, blinking, stuff like that Can't add those, too annoying.
Do you guys have better suggestions?
I've been told about licensing the game to game portals. Does it mean banning it from unlicensed sites? They actually earn money by embedding our game and adding their ads on top, and they don't pay us, and that's not great.. however they also bring traffic, and that's good.

Hi guys,
We want to share our HTML5 game project Planet Of Kaz.
Here's some of the game features:
> GAME FEATURES>> Collectible skill card- Collecting skill card by finding and buying from npc and roullete.>> Customized skill- Bring wanted skill card only, and leave unwanted skill card.>> Outer space monsters- Prepare to fight many kinds of monsters.>> Rescue- Rescue as many survivor as you can, each of them have a unique role to help you.
You can play the Planet Of Kaz game free at: http://www.littlegiantworld.com/games/planetofkaz/ or download the android version here: https://goo.gl/ppxRHi
For publisher/ sponsor, Planet of Kaz is available for sitelock sponsorship. Thank you guys

Hey guys,
I just wanted to let you know about my first HTML5 game made with Phaser!
It is an action-arcade game in which you control a jellyfish going through the space gathering shiny gems and avoid being hit by dangerous obstacles like meteors and rockets.
Link to game: http://37dev.ga/jelly
Quick Gameplay: https://youtu.be/nRIHGlr1X64
The game starts off slowly but it gets really fast paced as you purchase upgrades from the store which helps you survive much longer.
Endless fun game with great performance.
Optimized for mobile devices but fully playable in desktop as well.
Audio support for all mobile operating systems.
Easily localized as the texts are stored in a .json file.
Saving/loading game with cookies system.
Translated in 9 languages: English, Russian, French, German, Italian, Spanish, Portuguese, Turkish and Romanian.
The game is currently looking for sponsorship and has not yet been published before.
Let me know what you guys think!
Enjoy!

Schubi
Action and skill game in spirit of Thrust and Space Taxi.
Direct link:
http://www.beppigames.de/play/schubi/index.html
Games page:
http://www.beppigames.de/schubi/index.html
Homepage (find my other games there, for each there is a html5 version):
http://www.beppigames.de
PREFACE
If puzzled by the first level please read "WHAT TO DO IN LEVEL 1" below.
May take 30 seconds to 10 minutes to pickup and develop necessary skills.
Difficulty level is nasty but easier than in the aforementioned classics.
To solve all levels probably takes a week.
If you happen to solve level 28, notify (the only level I failed at).
MISSION
Pilot your little yellow ship and load all trucks with cargo at a construction site
(level) within the shift duration of 180 seconds. Cargo is picked up by flying over
a dispenser (the circular object). This hooks cargo to the ship and a truck
is loaded by ejecting the hooked cargo and hitting the truck with it.
- 30 largely varying levels, playable in any order.
- game within game principle, e.g. level 30 is a racing game.
You may find some references to e.g.
Asteroids, Thrust, Space Taxi and Cut The Rope in other levels.
ON THE IMPLEMENTATION
Wrote this as my first game in 2012.
This html5 version is a mixture of transpiled javascript (emscripten)
and normal javascript.
No engines were used, everything was written from scratch (physics, collision detection,...).
CONTROLS
Keyboard only:
A - turn ship left
S - turn ship right
K - thrust
L - eject hooked cargo
(keys above can be redefined in KEYS submenu)
Quit a level / back in menu: B, Backspace or ESC
Menu navigation and selection: Arrow keys and Return
WHAT TO DO IN LEVEL 1 AND HOW TO DEVELOP THE NECESSARY BASIC SKILLS
Your ship cannot cross the red white striped barrier, only cargo can.
First fly around using keys A,S,K. If you got that fly over the dispenser
(the green circular object). Now that the cargo is hooked to the ship fly some circles,
halfcircles and watch the cargo gyrating around the ship. If you got that eject the cargo with L.
Study its flying path. Pick up more cargo and practice throwing (hurling) the cargo so it reaches the
trucks beyond the barrier.
If you loaded all trucks, congratulations, you developed necessary skills for this game.
One further useful skill to be developed is rotating the cargo
to the ships nose (and keeping it there by maneuvering) so you can push it.
Described in the game but overlooked: The yellow black striped areas are explosive ones.
Do not touch them, neither with the ship nor drop cargo there.
BROWSER REQUIREMENTS
WebGL capable browser, may not work with MS Edge.
There is no loading bar for the initial preloading of music. Be patient.
There is also an Android version available from itch.io in a free to play bundle
(see www.beppigames.de/schubi for links).

Hi guys,
We've launched our second game, https://astrix.io.
Gameplay:
It is a multiplayer space dogfight game.
You start as a small fighter. You have to hunt down other players and collect plasma to grow bigger and become more powerful. Your main weapon is laser, and secondary weapon is the more powerful missile. There are also destroyable asteroids, which give powerups, such as invisibility and death ray. Damaged ships can escape in wormholes wich teleports them away.
Technical details:
We wrote our own engine. Display uses 2d canvas, almost everything is generated procedurally. Game uses a particle system for propulsion and explosion effects. We implemented an infinite map and fun physics. Project has been done in 1 month.

This is a multiplayer shooter .io game. I only added the basic stuff, but I plan to add things like weapons, armor, monsters later.
Server seems slow, I am using Heroku, I don't know if I should use another server host.
Feel free to comment and send your opinions. http://shootz.io

Hey there! Catacomb Chaos is an endless action arcade game where you try to survive against unrelenting waves of skeletons.
You can loot gold and purchase potions for your next life. Let me know what you think!
Play here: https://sambrosia.gitlab.io/catacomb-chaos/
I learned some neat stuff making this. Engine design, ECS, and steering behaviors are some of the cooler things I experimented with for the making of this game.

Hello everyone ! I'm new to javascript. yet I have done some scenes in babylonjs!
and I have two questions about
I did a scene for training in order to better understand the babylonjs engine.
and with this code:
var moveLeft = false, moveRight = false;
window.addEventListener("keydown", function(e) {
if (e.keyCode == 65) { // A or Q65 || e.keyCode == 81
moveLeft =true;
moveRight = false;
} else if (e.keyCode == 68) { // D
moveLeft = false;
moveRight = true;
}
});//agora um negativo - como ta em escuta.
window.addEventListener("keyup", function(e) {
if (e.keyCode == 65) { // A or Q || e.keyCode == 81
moveLeft = false;
} else if (e.keyCode == 68) { // D
moveRight = false;
}
});
moves a cube and when it moves to the pressing example the letter 'A'.
the browser takes this action as well and open a search bar like to know how do I that after charging a tight keys scene to be captured or something. sorry no idea how to do it.
the second question, stupid means someone here already developing a game or something and published for android? how did you do it ? phonegap?
what is the best way?

Hello there!
I'm Zombie Derby arcade racing game series developer, and I'm gonna make you an offer you can't refuse.
3D side-scrolling shoot-em-up, ZD and ZD2 have multiple modes of play including an endless survival mode and a random races. There’s plenty of destructible environmental elements as well that are guaranteed to help you let off steam after a long day. Not just strategy or advanced gameplay here: but also raw, bloody fun.
Here are the links to give you an idea about my games: http://zombiederby.com/part_1/ http://zombiederby.com/part_2/
Both of games are optimized for WebGL:
Zombie Derby 1 (WebGL): no public link.
Zombie Derby 2 (WebGL): http://www.kongregate.com/games/BrineMedia/zombie-derby-2
And I'm ready to bring my games to you adjusting them as quick as you'd like them on non-exclusive license for advanced fixed payment.
Contact Us:
Contact form: http://zombiederby.com/support/

Hi guys,
I'm having a hard time figuring out how to move a given object to the destination of a clicked mesh.
Playground link (similar recreated scenario): http://www.babylonjs-playground.com/#2CFAMI#13
As you can see, the first two actions (hovering mouse in/out effect) work fine with every tile, but the animating action seems to always extract the position of the last added tile.
I'm suspecting it's because I'm overwriting the tile variable (and thus its position values) or something. I also suspect that using instances for the tiles might be a better option, since in the game they also just use 5 different materials that are loaded before-hand...but first things first.
Thanks in advance for taking a look!

Hi!
I'm currently implementing some actions via the ActionManager class in my project.
I want to control a sprite with the keypad, and so I'm mixing the actual sprite animation (player.playAnimation) with a position animation where the sprite is moving a certain distance (custom animation with easing via scene.beginAnimation).
Problem is, I'd like to have successive inputs blocked until the movement animation has finished so that the functions don't get called again during that time.
Is that somehow possible ?
Thanks in advance!

Hello,
Sorry if the question has already been answered.
I'm a very junior developper so go easy on me
I would like to interact within a mesh depending on the zoom of the camera
Here is the playground
Imagine when I get closer to a box, this one just explode or disappeared to show some boxes into it.
Thanx for your help
Jessica